diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index e968c7320..c1acb6df7 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -17,9 +17,7 @@ -- @extends AI.AI_A2A#AI_A2A ---- # AI_A2A_GCI class, extends @{AI.AI_A2A#AI_A2A} --- --- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders. +--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- -- ![Process](..\Presentations\AI_GCI\Dia3.JPG) -- diff --git a/Moose Development/Moose/AI/AI_A2A_Patrol.lua b/Moose Development/Moose/AI/AI_A2A_Patrol.lua index e9ea266db..3ff3cfa69 100644 --- a/Moose Development/Moose/AI/AI_A2A_Patrol.lua +++ b/Moose Development/Moose/AI/AI_A2A_Patrol.lua @@ -13,9 +13,7 @@ --- @type AI_A2A_PATROL -- @extends AI.AI_A2A#AI_A2A ---- # AI_A2A_PATROL class, extends @{AI.AI_A2A#AI_A2A} --- --- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. +--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. -- -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index d68e5b006..fa66d3993 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -27,9 +27,8 @@ -- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. -- @extends AI.AI_Patrol#AI_PATROL_ZONE ---- AI_BAI_ZONE derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour. --- --- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. +--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. +-- -- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- -- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG) diff --git a/Moose Development/Moose/AI/AI_Balancer.lua b/Moose Development/Moose/AI/AI_Balancer.lua index 9b704e8a1..f82631dab 100644 --- a/Moose Development/Moose/AI/AI_Balancer.lua +++ b/Moose Development/Moose/AI/AI_Balancer.lua @@ -27,10 +27,8 @@ -- @extends Core.Fsm#FSM_SET ---- # AI_BALANCER class, extends @{Core.Fsm#FSM_SET} --- --- The AI_BALANCER class monitors and manages as many replacement AI groups as there are --- CLIENTS in a SET_CLIENT collection, which are not occupied by human players. +--- Monitors and manages as many replacement AI groups as there are +-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players. -- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions. -- -- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). diff --git a/Moose Development/Moose/AI/AI_CAP.lua b/Moose Development/Moose/AI/AI_CAP.lua index 19d51ca81..f6b42f37b 100644 --- a/Moose Development/Moose/AI/AI_CAP.lua +++ b/Moose Development/Moose/AI/AI_CAP.lua @@ -31,9 +31,7 @@ -- @extends AI.AI_Patrol#AI_PATROL_ZONE ---- # AI_CAP_ZONE class, extends @{AI.AI_Patrol#AI_PATROL_ZONE} --- --- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group} +-- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group} -- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- -- ![Process](..\Presentations\AI_CAP\Dia3.JPG) diff --git a/Moose Development/Moose/AI/AI_CAS.lua b/Moose Development/Moose/AI/AI_CAS.lua index bb70b61df..2ef978853 100644 --- a/Moose Development/Moose/AI/AI_CAS.lua +++ b/Moose Development/Moose/AI/AI_CAS.lua @@ -28,11 +28,7 @@ -- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. -- @extends AI.AI_Patrol#AI_PATROL_ZONE ---- # AI_CAS_ZONE class, extends @{AI.AI_Patrol#AI_PATROL_ZONE} --- --- AI_CAS_ZONE derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour. --- --- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. +--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. -- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- -- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG) diff --git a/Moose Development/Moose/AI/AI_Cargo_APC.lua b/Moose Development/Moose/AI/AI_Cargo_APC.lua index c4863e159..a2d086683 100644 --- a/Moose Development/Moose/AI/AI_Cargo_APC.lua +++ b/Moose Development/Moose/AI/AI_Cargo_APC.lua @@ -13,11 +13,7 @@ -- @extends Core.Fsm#FSM_CONTROLLABLE ---- # AI\_CARGO\_APC class, extends @{Core.Fsm#FSM_CONTROLLABLE} --- --- === --- --- AI\_CARGO\APC brings a dynamic cargo handling capability for AI groups. +--- Brings a dynamic cargo handling capability for AI groups. -- -- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. -- The AI\_CARGO\APC module uses the @{Cargo} capabilities within the MOOSE framework. diff --git a/Moose Development/Moose/AI/AI_Cargo_Airplane.lua b/Moose Development/Moose/AI/AI_Cargo_Airplane.lua index ed10d2e5d..343823d2f 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Airplane.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Airplane.lua @@ -13,9 +13,7 @@ -- @extends Core.Fsm#FSM_CONTROLLABLE ---- # AI\_CARGO\_AIRPLANE class, extends @{Core.Fsm#FSM_CONTROLLABLE} --- --- === +--- Implements the transportation of cargo by airplanes. -- -- @field #AI_CARGO_AIRPLANE AI_CARGO_AIRPLANE = { diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua index 409699733..c208bab9a 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua @@ -13,11 +13,7 @@ -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER ---- # AI\_CARGO\_DISPATCHER\_AIRPLANE class, extends @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} --- --- === --- --- AI\_CARGO\_DISPATCHER\_AIRPLANE brings a dynamic cargo handling capability for AI groups. +--- Brings a dynamic cargo handling capability for AI groups. -- -- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation. -- The AI\_CARGO\_DISPATCHER\_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework. diff --git a/Moose Development/Moose/AI/AI_Formation.lua b/Moose Development/Moose/AI/AI_Formation.lua index ebc5d2b6f..be8abc9e9 100644 --- a/Moose Development/Moose/AI/AI_Formation.lua +++ b/Moose Development/Moose/AI/AI_Formation.lua @@ -58,9 +58,7 @@ -- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. ---- # AI_FORMATION class, extends @{Core.Fsm#FSM_SET} --- --- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader. +--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader. -- -- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions. -- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! @@ -86,7 +84,7 @@ -- -- Create a new SPAWN object with the @{#AI_FORMATION.New} method: -- --- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text. +-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text. -- -- ## Formation methods -- diff --git a/Moose Development/Moose/AI/AI_Patrol.lua b/Moose Development/Moose/AI/AI_Patrol.lua index 1553be007..c89ab36e0 100644 --- a/Moose Development/Moose/AI/AI_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Patrol.lua @@ -40,9 +40,7 @@ -- @field Core.Spawn#SPAWN CoordTest -- @extends Core.Fsm#FSM_CONTROLLABLE ---- # AI_PATROL_ZONE class, extends @{Core.Fsm#FSM_CONTROLLABLE} --- --- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}. +--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}. -- -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- @@ -558,18 +556,18 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone ) end end ---- Gets a list of @{Unit#UNIT}s that were detected by the AI. +--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI. -- No filtering is applied, so, ANY detected UNIT can be in this list. -- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets. -- @param #AI_PATROL_ZONE self --- @return #table The list of @{Unit#UNIT}s +-- @return #table The list of @{Wrapper.Unit#UNIT}s function AI_PATROL_ZONE:GetDetectedUnits() self:F2() return self.DetectedUnits end ---- Clears the list of @{Unit#UNIT}s that were detected by the AI. +--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI. -- @param #AI_PATROL_ZONE self function AI_PATROL_ZONE:ClearDetectedUnits() self:F2() diff --git a/Moose Development/Moose/Cargo/Cargo.lua b/Moose Development/Moose/Cargo/Cargo.lua index 31fa1644e..f5570dd18 100644 --- a/Moose Development/Moose/Cargo/Cargo.lua +++ b/Moose Development/Moose/Cargo/Cargo.lua @@ -144,9 +144,8 @@ do -- CARGO -- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit. -- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit. - --- # (R2.4) CARGO class, extends @{Core.Fsm#FSM_PROCESS} + --- Defines the core functions that defines a cargo object within MOOSE. -- - -- The CARGO class defines the core functions that defines a cargo object within MOOSE. -- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation. -- -- CARGO is not meant to be used directly by mission designers, but provides a base class for **concrete cargo implementation classes** to handle: diff --git a/Moose Development/Moose/Cargo/CargoCrate.lua b/Moose Development/Moose/Cargo/CargoCrate.lua index c3e12ddea..399c29ffb 100644 --- a/Moose Development/Moose/Cargo/CargoCrate.lua +++ b/Moose Development/Moose/Cargo/CargoCrate.lua @@ -22,9 +22,7 @@ do -- CARGO_CRATE -- @type CARGO_CRATE -- @extends Cargo.Cargo#CARGO_REPRESENTABLE - --- # CARGO\_CRATE class, extends @{Cargo.Cargo#CARGO_REPRESENTABLE} - -- - -- The CARGO\_CRATE class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. + --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. -- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers. -- -- === diff --git a/Moose Development/Moose/Cargo/CargoGroup.lua b/Moose Development/Moose/Cargo/CargoGroup.lua index 98435b25c..de8b08e6d 100644 --- a/Moose Development/Moose/Cargo/CargoGroup.lua +++ b/Moose Development/Moose/Cargo/CargoGroup.lua @@ -28,9 +28,7 @@ do -- CARGO_GROUP -- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects. -- @field #string GroupName The name of the CargoGroup. - --- # CARGO\_GROUP class, extends @{Cargo.Cargo#CARGO_REPORTABLE} - -- - -- The CARGO\_GROUP class defines a cargo that is represented by a @{Wrapper.Group} object within the simulator. + --- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator. -- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers. -- -- The above cargo classes are used by the AI\_CARGO\_ classes to allow AI groups to transport cargo: diff --git a/Moose Development/Moose/Cargo/CargoSlingload.lua b/Moose Development/Moose/Cargo/CargoSlingload.lua index 617cc4770..ff948d4e6 100644 --- a/Moose Development/Moose/Cargo/CargoSlingload.lua +++ b/Moose Development/Moose/Cargo/CargoSlingload.lua @@ -23,9 +23,7 @@ do -- CARGO_SLINGLOAD -- @type CARGO_SLINGLOAD -- @extends Cargo.Cargo#CARGO_REPRESENTABLE - --- # CARGO\_CRATE class, extends @{Cargo.Cargo#CARGO_REPRESENTABLE} - -- - -- The CARGO\_CRATE class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. + --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. -- -- === -- diff --git a/Moose Development/Moose/Cargo/CargoUnit.lua b/Moose Development/Moose/Cargo/CargoUnit.lua index 09fd9f0ce..2a5f009ac 100644 --- a/Moose Development/Moose/Cargo/CargoUnit.lua +++ b/Moose Development/Moose/Cargo/CargoUnit.lua @@ -22,9 +22,7 @@ do -- CARGO_UNIT -- @type CARGO_UNIT -- @extends Cargo.Cargo#CARGO_REPRESENTABLE - --- # CARGO\_UNIT class, extends @{Cargo.Cargo#CARGO_REPRESENTABLEE} - -- - -- The CARGO\_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. + --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. -- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_UNIT objects to and from carriers. -- -- === diff --git a/Moose Development/Moose/Core/Database.lua b/Moose Development/Moose/Core/Database.lua index 37e792279..82e195f82 100644 --- a/Moose Development/Moose/Core/Database.lua +++ b/Moose Development/Moose/Core/Database.lua @@ -14,7 +14,9 @@ --- @type DATABASE -- @extends Core.Base#BASE ---- Mission designers can use the DATABASE class to refer to: +--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator. +-- +-- Mission designers can use the DATABASE class to refer to: -- -- * STATICS -- * UNITS diff --git a/Moose Development/Moose/Core/Event.lua b/Moose Development/Moose/Core/Event.lua index 3f1b1cd57..f61e0ca40 100644 --- a/Moose Development/Moose/Core/Event.lua +++ b/Moose Development/Moose/Core/Event.lua @@ -167,6 +167,7 @@ --- The EVENT structure +-- -- @type EVENT -- @field #EVENT.Events Events -- @extends Core.Base#BASE @@ -230,7 +231,7 @@ EVENTS = { -- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ). -- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCSStaticObject#StaticObject}. -- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name. --- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object. +-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object. -- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName). -- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}. -- @field #string IniDCSGroupName (UNIT) The initiating Group name. @@ -245,7 +246,7 @@ EVENTS = { -- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ). -- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCSStaticObject#StaticObject}. -- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name. --- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object. +-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object. -- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName). -- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}. -- @field #string TgtDCSGroupName (UNIT) The target Group name. diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index b92beb1c1..a4a833da2 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -801,7 +801,7 @@ do -- FSM_CONTROLLABLE -- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @extends Core.Fsm#FSM - --- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. + --- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. -- -- === -- @@ -1177,7 +1177,7 @@ do -- FSM_TASK -- @field Tasking.Task#TASK Task -- @extends #FSM - --- FSM_TASK class models Finite State Machines for @{Task}s. + --- Models Finite State Machines for @{Tasking.Task}s. -- -- === -- diff --git a/Moose Development/Moose/Core/Goal.lua b/Moose Development/Moose/Core/Goal.lua index 608c4ecc0..926e8eca1 100644 --- a/Moose Development/Moose/Core/Goal.lua +++ b/Moose Development/Moose/Core/Goal.lua @@ -19,7 +19,7 @@ do -- Goal -- @extends Core.Fsm#FSM - --- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized. + --- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized. -- -- ## 1. GOAL constructor -- diff --git a/Moose Development/Moose/Core/Menu.lua b/Moose Development/Moose/Core/Menu.lua index 03d95c47f..fd677b5c5 100644 --- a/Moose Development/Moose/Core/Menu.lua +++ b/Moose Development/Moose/Core/Menu.lua @@ -13,15 +13,15 @@ -- -- ### To manage **main menus**, the classes begin with **MENU_**: -- --- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file. --- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition. --- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs. +-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file. +-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition. +-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs. -- -- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**: -- --- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file. --- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition. --- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs. +-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file. +-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition. +-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs. -- -- === --- @@ -183,7 +183,7 @@ do -- MENU_BASE --- @type MENU_BASE -- @extends Base#BASE - --- The MENU_BASE class defines the main MENU class where other MENU classes are derived from. + --- Defines the main MENU class where other MENU classes are derived from. -- This is an abstract class, so don't use it. -- @field #MENU_BASE MENU_BASE = { @@ -286,7 +286,7 @@ do -- MENU_COMMAND_BASE -- @field #function MenuCallHandler -- @extends Core.Menu#MENU_BASE - --- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_ + --- Defines the main MENU class where other MENU COMMAND_ -- classes are derived from, in order to set commands. -- -- @field #MENU_COMMAND_BASE @@ -356,7 +356,8 @@ do -- MENU_MISSION --- @type MENU_MISSION -- @extends Core.Menu#MENU_BASE - --- The MENU_MISSION class manages the main menus for a complete mission. + --- Manages the main menus for a complete mission. + -- -- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}. -- @field #MENU_MISSION @@ -451,7 +452,8 @@ do -- MENU_MISSION_COMMAND --- @type MENU_MISSION_COMMAND -- @extends Core.Menu#MENU_COMMAND_BASE - --- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution. + --- Manages the command menus for a complete mission, which allow players to execute functions during mission execution. + -- -- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}. -- @@ -536,7 +538,8 @@ do -- MENU_COALITION --- @type MENU_COALITION -- @extends Core.Menu#MENU_BASE - --- The @{Menu#MENU_COALITION} class manages the main menus for coalitions. + --- Manages the main menus for @{DCS.coalition}s. + -- -- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}. -- @@ -672,7 +675,8 @@ do -- MENU_COALITION_COMMAND --- @type MENU_COALITION_COMMAND -- @extends Core.Menu#MENU_COMMAND_BASE - --- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution. + --- Manages the command menus for coalitions, which allow players to execute functions during mission execution. + -- -- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}. -- @@ -770,7 +774,8 @@ do -- @extends Core.Menu#MENU_BASE - --- The MENU_GROUP class manages the main menus for coalitions. + --- Manages the main menus for @{Wrapper.Group}s. + -- -- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}. -- @@ -926,7 +931,7 @@ do --- @type MENU_GROUP_COMMAND -- @extends Core.Menu#MENU_COMMAND_BASE - --- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution. + --- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution. -- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}. -- @@ -1155,7 +1160,8 @@ do --- @type MENU_GROUP_COMMAND_DELAYED -- @extends Core.Menu#MENU_COMMAND_BASE - --- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution. + --- Manages the command menus for coalitions, which allow players to execute functions during mission execution. + -- -- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}. -- diff --git a/Moose Development/Moose/Core/Point.lua b/Moose Development/Moose/Core/Point.lua index be99b5d75..632c1007c 100644 --- a/Moose Development/Moose/Core/Point.lua +++ b/Moose Development/Moose/Core/Point.lua @@ -36,7 +36,7 @@ do -- COORDINATE -- @extends Core.Base#BASE - --- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. + --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. -- -- ## COORDINATE constructor -- @@ -1597,7 +1597,7 @@ do -- POINT_VEC3 -- @extends Core.Point#COORDINATE - --- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. + --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. -- -- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts. -- In order to keep the credibility of the the author, @@ -1808,7 +1808,7 @@ do -- POINT_VEC2 -- @field DCS#Distance y the y coordinate in meters. -- @extends Core.Point#COORDINATE - --- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified. + --- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified. -- -- ## POINT_VEC2 constructor -- diff --git a/Moose Development/Moose/Core/Radio.lua b/Moose Development/Moose/Core/Radio.lua index 1e1d96aaf..85dc9162a 100644 --- a/Moose Development/Moose/Core/Radio.lua +++ b/Moose Development/Moose/Core/Radio.lua @@ -16,9 +16,9 @@ -- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file), -- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission. -- --- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE} +-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE} -- --- * If the transmitter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically, +-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically, -- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped. -- -- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft, @@ -34,7 +34,7 @@ -- @image Core_Radio.JPG ---- # RADIO class, extends @{Core.Base#BASE} +--- Models the radio capabilty. -- -- ## RADIO usage -- @@ -44,14 +44,14 @@ -- * Then, you will **set the relevant parameters** to the transmission (see below), -- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function. -- --- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE} +-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE} -- -- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"), -- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission. -- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission. -- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead... -- --- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} +-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} -- -- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration, -- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call @@ -63,7 +63,7 @@ -- -- What is this power thing ? -- --- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna, +-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna, -- * Otherwise, DCS sets it automatically, depending on what's available on your Unit, -- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**, -- * This an automated DCS calculation you have no say on, @@ -338,16 +338,14 @@ function RADIO:StopBroadcast() end ---- # BEACON class, extends @{Core.Base#BASE} --- --- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want. +--- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want. -- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon. -- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is -- attach to a cargo crate, for exemple. -- -- ## AA TACAN Beacon usage -- --- This beacon only works with airborne @{Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon. +-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon. -- Use @#BEACON:StopAATACAN}() to stop it. -- -- ## General Purpose Radio Beacon usage diff --git a/Moose Development/Moose/Core/Scheduler.lua b/Moose Development/Moose/Core/Scheduler.lua index 734c31c01..b8a75c5b8 100644 --- a/Moose Development/Moose/Core/Scheduler.lua +++ b/Moose Development/Moose/Core/Scheduler.lua @@ -46,7 +46,7 @@ -- @extends Core.Base#BASE ---- The SCHEDULER class creates schedule. +--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization. -- -- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**. -- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called. diff --git a/Moose Development/Moose/Core/Settings.lua b/Moose Development/Moose/Core/Settings.lua index 77de7dac2..819690607 100644 --- a/Moose Development/Moose/Core/Settings.lua +++ b/Moose Development/Moose/Core/Settings.lua @@ -21,7 +21,7 @@ --- @type SETTINGS -- @extends Core.Base#BASE ---- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework. +--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework. -- -- === -- diff --git a/Moose Development/Moose/Core/Spawn.lua b/Moose Development/Moose/Core/Spawn.lua index 94c3b5564..7cf879f08 100644 --- a/Moose Development/Moose/Core/Spawn.lua +++ b/Moose Development/Moose/Core/Spawn.lua @@ -36,7 +36,8 @@ -- @extends Core.Base#BASE ---- The SPAWN class allows to spawn dynamically new groups. +--- Allows to spawn dynamically new @{Core.Group}s. +-- -- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME), -- which is a normal group with the **Late Activation** flag set. -- This template group will never be activated in your mission. diff --git a/Moose Development/Moose/Core/SpawnStatic.lua b/Moose Development/Moose/Core/SpawnStatic.lua index 52df548da..334201e4c 100644 --- a/Moose Development/Moose/Core/SpawnStatic.lua +++ b/Moose Development/Moose/Core/SpawnStatic.lua @@ -36,7 +36,7 @@ -- @extends Core.Base#BASE ---- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s. +--- Allows to spawn dynamically new @{Static}s. -- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), -- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy" -- these properties to create a new static object and place it at the desired coordinate. diff --git a/Moose Development/Moose/Core/Spot.lua b/Moose Development/Moose/Core/Spot.lua index 0af7a7b02..4e17118f5 100644 --- a/Moose Development/Moose/Core/Spot.lua +++ b/Moose Development/Moose/Core/Spot.lua @@ -46,7 +46,7 @@ do -- @extends Core.Fsm#FSM - --- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to: + --- Implements the target spotting or marking functionality, but adds additional luxury to be able to: -- -- * Mark targets for a defined duration. -- * wiggle the spot at the target. diff --git a/Moose Development/Moose/Core/Velocity.lua b/Moose Development/Moose/Core/Velocity.lua index 04e4675bb..7e7a368f3 100644 --- a/Moose Development/Moose/Core/Velocity.lua +++ b/Moose Development/Moose/Core/Velocity.lua @@ -16,7 +16,7 @@ do -- Velocity -- @extends Core.Base#BASE - -- VELOCITY models a speed, which can be expressed in various formats according the Settings. + --- VELOCITY models a speed, which can be expressed in various formats according the Settings. -- -- ## VELOCITY constructor -- diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 3697c6de2..55a1a0412 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -21,7 +21,7 @@ -- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes. -- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius. -- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor. --- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius. +-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius. -- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. -- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- @@ -1017,7 +1017,7 @@ end -- @field Wrapper.Unit#UNIT ZoneUNIT -- @extends Core.Zone#ZONE_RADIUS ---- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius. +--- The ZONE_UNIT class defined by a zone around a @{Wrapper.Unit#UNIT} with a radius. -- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. -- -- @field #ZONE_UNIT @@ -1045,9 +1045,9 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius ) end ---- Returns the current location of the @{Unit#UNIT}. +--- Returns the current location of the @{Wrapper.Unit#UNIT}. -- @param #ZONE_UNIT self --- @return DCS#Vec2 The location of the zone based on the @{Unit#UNIT}location. +-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location. function ZONE_UNIT:GetVec2() self:F2( self.ZoneName ) diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index f8cfbf327..33b4c9331 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -1802,9 +1802,8 @@ end do -- DETECTION_UNITS - --- # DETECTION_UNITS class, extends @{Functional.Detection#DETECTION_BASE} + --- Will detect units within the battle zone. -- - -- The DETECTION_UNITS class will detect units within the battle zone. -- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- Beware that when the amount of units detected is large, the DetectedItems list will be large also. -- @@ -2052,9 +2051,7 @@ end do -- DETECTION_TYPES - --- # 3) DETECTION_TYPES class, extends @{Functional.Detection#DETECTION_BASE} - -- - -- The DETECTION_TYPES class will detect units within the battle zone. + --- Will detect units within the battle zone. -- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. -- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also. @@ -2261,10 +2258,8 @@ end do -- DETECTION_AREAS - --- # 4) DETECTION_AREAS class, extends @{Functional.Detection#DETECTION_BASE} - -- - -- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s), - -- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Unit#UNIT}s detected. + --- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s), + -- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected. -- The class is group the detected units within zones given a DetectedZoneRange parameter. -- A set with multiple detected zones will be created as there are groups of units detected. -- diff --git a/Moose Development/Moose/Functional/PseudoATC.lua b/Moose Development/Moose/Functional/PseudoATC.lua index b8a9f2cd0..a6b42d68f 100644 --- a/Moose Development/Moose/Functional/PseudoATC.lua +++ b/Moose Development/Moose/Functional/PseudoATC.lua @@ -53,7 +53,7 @@ -- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. -- @extends Core.Base#BASE ---- The PSEUDOATC class adds some rudimentary ATC functionality via the radio menu. +--- Adds some rudimentary ATC functionality via the radio menu. -- -- Local weather reports can be requested for nearby airports and player's mission waypoints. -- The weather report includes @@ -986,7 +986,7 @@ function PSEUDOATC:_DisplayMessageToGroup(_unit, _text, _time, _clear) end --- Returns a string which consits of this callsign and the player name. --- @param #RANGE self +-- @param #PSEUDOATC self -- @param #string unitname Name of the player unit. function PSEUDOATC:_myname(unitname) self:F2(unitname) diff --git a/Moose Development/Moose/Functional/RAT.lua b/Moose Development/Moose/Functional/RAT.lua index 610c67b17..53b4d67f6 100644 --- a/Moose Development/Moose/Functional/RAT.lua +++ b/Moose Development/Moose/Functional/RAT.lua @@ -148,8 +148,7 @@ -- @field #boolean useparkingdb Parking spots are added to data base once an aircraft has used it. These spots can later be used by other aircraft. Default is true. -- @extends Core.Spawn#SPAWN ---- The RAT class implements an easy to use way to randomly fill your map with AI aircraft. --- +--- Implements an easy to use way to randomly fill your map with AI aircraft. -- -- ## Airport Selection -- diff --git a/Moose Development/Moose/Functional/Range.lua b/Moose Development/Moose/Functional/Range.lua index a7448cecd..1e39d0735 100644 --- a/Moose Development/Moose/Functional/Range.lua +++ b/Moose Development/Moose/Functional/Range.lua @@ -83,7 +83,7 @@ -- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated. -- @extends Core.Base#BASE ---- The RANGE class enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor. +--- Enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor. -- The parameter "rangename" defindes the name of the range. It has to be unique since this is also the name displayed in the radio menu. -- -- Generally, a range consists of strafe pits and bombing targets. For strafe pits the number of hits for each pass is counted and tabulated. diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index b4551e87f..767f2e634 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -26,9 +26,7 @@ do -- ZONE_CAPTURE_COALITION -- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION - --- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION} - -- - -- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition. + --- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition. -- This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones. -- -- --- diff --git a/Moose Development/Moose/Functional/ZoneGoal.lua b/Moose Development/Moose/Functional/ZoneGoal.lua index fb610e7d9..0caabc8a3 100644 --- a/Moose Development/Moose/Functional/ZoneGoal.lua +++ b/Moose Development/Moose/Functional/ZoneGoal.lua @@ -20,9 +20,7 @@ do -- Zone -- @extends Core.Fsm#FSM - --- # ZONE_GOAL class, extends @{Fsm#FSM} - -- - -- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone. + -- Models processes that have a Goal with a defined achievement involving a Zone. -- Derived classes implement the ways how the achievements can be realized. -- -- ## 1. ZONE_GOAL constructor diff --git a/Moose Development/Moose/Functional/ZoneGoalCargo.lua b/Moose Development/Moose/Functional/ZoneGoalCargo.lua index 48b492aaa..9ae8ae613 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCargo.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCargo.lua @@ -20,9 +20,7 @@ do -- ZoneGoal -- @extends Functional.ZoneGoal#ZONE_GOAL - --- # ZONE_GOAL_CARGO class, extends @{ZoneGoal#ZONE_GOAL} - -- - -- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo. + --- Models processes that have a Goal with a defined achievement involving a Zone and Cargo. -- Derived classes implement the ways how the achievements can be realized. -- -- ## 1. ZONE_GOAL_CARGO constructor diff --git a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua index cb66ad3bc..ba86ffe95 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua @@ -20,9 +20,7 @@ do -- ZoneGoal -- @extends Functional.ZoneGoal#ZONE_GOAL - --- # ZONE_GOAL_COALITION class, extends @{ZoneGoal#ZONE_GOAL} - -- - -- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition. + --- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition. -- Derived classes implement the ways how the achievements can be realized. -- -- ## 1. ZONE_GOAL_COALITION constructor diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index 0a062eb1e..d31779479 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -15,7 +15,7 @@ --- @type AIRBASE -- @extends Wrapper.Positionable#POSITIONABLE ---- AIRBASE is a wrapper class to handle the DCS Airbase objects: +--- Wrapper class to handle the DCS Airbase objects: -- -- * Support all DCS Airbase APIs. -- * Enhance with Airbase specific APIs not in the DCS Airbase API set. diff --git a/Moose Development/Moose/Wrapper/Client.lua b/Moose Development/Moose/Wrapper/Client.lua index 09b082339..7352537f7 100644 --- a/Moose Development/Moose/Wrapper/Client.lua +++ b/Moose Development/Moose/Wrapper/Client.lua @@ -17,7 +17,8 @@ -- @extends Wrapper.Unit#UNIT ---- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__. +--- Wrapper class of those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__. +-- -- Note that clients are NOT the same as Units, they are NOT necessarily alive. -- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__: -- diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index 1665f1b44..9e29ab41d 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -19,7 +19,7 @@ ---- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units: +--- Wrapper class to handle the "DCS Controllable objects", which are Groups and Units: -- -- * Support all DCS Controllable APIs. -- * Enhance with Controllable specific APIs not in the DCS Controllable API set. @@ -421,7 +421,7 @@ end --- Return a Controlled Task taking a Task and a TaskCondition. -- @param #CONTROLLABLE self -- @param DCS#Task DCSTask --- @param #DCSStopCondition DCSStopCondition +-- @param DCS#DCSStopCondition DCSStopCondition -- @return DCS#Task function CONTROLLABLE:TaskControlled( DCSTask, DCSStopCondition ) self:F2( { DCSTask, DCSStopCondition } ) @@ -2096,7 +2096,7 @@ do -- Route methods -- A speed can be given in km/h. -- A given formation can be given. -- @param #CONTROLLABLE self - -- @param #Vec2 Vec2 The Vec2 where to route to. + -- @param DCS#Vec2 Vec2 The Vec2 where to route to. -- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h. -- @param Base#FORMATION Formation The formation string. function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation ) @@ -2152,7 +2152,7 @@ end -- Route methods --- Do Script command -- @param #CONTROLLABLE self -- @param #string DoScript --- @return #DCSCommand +-- @return DCS#DCSCommand function CONTROLLABLE:CommandDoScript( DoScript ) local DCSDoScript = { diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index dc8157cde..dd570df5e 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -32,7 +32,9 @@ -- @field #string GroupName The name of the group. ---- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object. +--- Wrapper class of the DCS world Group object. +-- +-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object. -- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class). -- -- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference diff --git a/Moose Development/Moose/Wrapper/Identifiable.lua b/Moose Development/Moose/Wrapper/Identifiable.lua index 671577882..6e226a466 100644 --- a/Moose Development/Moose/Wrapper/Identifiable.lua +++ b/Moose Development/Moose/Wrapper/Identifiable.lua @@ -15,7 +15,7 @@ -- @extends Wrapper.Object#OBJECT -- @field #string IdentifiableName The name of the identifiable. ---- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects: +--- Wrapper class to handle the DCS Identifiable objects. -- -- * Support all DCS Identifiable APIs. -- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set. diff --git a/Moose Development/Moose/Wrapper/Object.lua b/Moose Development/Moose/Wrapper/Object.lua index c218bf4c1..1b9b46995 100644 --- a/Moose Development/Moose/Wrapper/Object.lua +++ b/Moose Development/Moose/Wrapper/Object.lua @@ -17,7 +17,7 @@ -- @field #string ObjectName The name of the Object. ---- OBJECT handles the DCS Object objects: +--- Wrapper class to hendle the DCS Object objects. -- -- * Support all DCS Object APIs. -- * Enhance with Object specific APIs not in the DCS Object API set. diff --git a/Moose Development/Moose/Wrapper/Positionable.lua b/Moose Development/Moose/Wrapper/Positionable.lua index 912467d20..b60ee07be 100644 --- a/Moose Development/Moose/Wrapper/Positionable.lua +++ b/Moose Development/Moose/Wrapper/Positionable.lua @@ -18,7 +18,7 @@ -- @extends Wrapper.Identifiable#IDENTIFIABLE ---- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects: +--- Wrapper class to handle the POSITIONABLE objects. -- -- * Support all DCS APIs. -- * Enhance with POSITIONABLE specific APIs not in the DCS API set. @@ -716,7 +716,7 @@ end --- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE. -- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message -- @param #POSITIONABLE self --- @return #RADIO Radio +-- @return Core.Radio#RADIO Radio function POSITIONABLE:GetRadio() --R2.1 self:F2(self) return RADIO:New(self) @@ -724,7 +724,7 @@ end --- Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals -- @param #POSITIONABLE self --- @return #RADIO Radio +-- @return Core.Radio#RADIO Radio function POSITIONABLE:GetBeacon() --R2.1 self:F2(self) return BEACON:New(self) diff --git a/Moose Development/Moose/Wrapper/Scenery.lua b/Moose Development/Moose/Wrapper/Scenery.lua index 31bfbf05a..9a9cb9ff2 100644 --- a/Moose Development/Moose/Wrapper/Scenery.lua +++ b/Moose Development/Moose/Wrapper/Scenery.lua @@ -17,7 +17,8 @@ -- @extends Wrapper.Positionable#POSITIONABLE ---- Scenery objects are defined on the map. +--- Wrapper class to handle Scenery objects that are defined on the map. +-- -- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects: -- -- * Wraps the DCS Scenery objects. diff --git a/Moose Development/Moose/Wrapper/Static.lua b/Moose Development/Moose/Wrapper/Static.lua index a62aa11c1..27800cff0 100644 --- a/Moose Development/Moose/Wrapper/Static.lua +++ b/Moose Development/Moose/Wrapper/Static.lua @@ -15,7 +15,8 @@ --- @type STATIC -- @extends Wrapper.Positionable#POSITIONABLE ---- Statics are **Static Units** defined within the Mission Editor. +--- Wrapper class to handle Static objects. +-- -- Note that Statics are almost the same as Units, but they don't have a controller. -- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects: -- @@ -126,7 +127,7 @@ function STATIC:GetThreatLevel() end --- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group. --- @param #UNIT self +-- @param #STATIC self -- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static. -- @param #number Heading The heading of the unit respawn. function STATIC:SpawnAt( Coordinate, Heading ) @@ -139,7 +140,7 @@ end --- Respawn the @{Wrapper.Unit} at the same location with the same properties. -- This is useful to respawn a cargo after it has been destroyed. --- @param #UNIT self +-- @param #STATIC self function STATIC:ReSpawn() local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName ) @@ -149,7 +150,7 @@ end --- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading. --- @param #UNIT self +-- @param #STATIC self -- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static. -- @param #number Heading The heading of the unit respawn. function STATIC:ReSpawnAt( Coordinate, Heading )